CRT-Guest-Advanced, HD and NTSC for ReShade!

Hey i really like the reshade, but i’m running into an issue with it. I’m running Xenogears through Duckstation with the shaders after following this guide here

I should also note i’m on the steamdeck which might be causing problems?.

At first the game seems to be running well but certain moments or effects (i think?) seem to cause a white screen that can only be solved by quitting and resetting the game or deleting the shaders, the game is still running, it’s not a crash but the screen is pure white. I’m only using the two shaders from the vid but any idea on what might be causing it and if it’s fixable, i love how these shaders look.

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Can you post the error logs here? Maybe then I will be able to help you.

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Here’s a link to the duckstation log, i would’ve posted it directly or a set of screenshots but I’m a new user and it won’t let me post more then 1 image at a time. [https://e.pcloud.link/publink/show?code=XZwji9Zymtt1B0zsN0dGLTl9xInefLAaMFy]

I was messing around with it yesterday to test it and it’s not just Xenogears but other games, Crash Bandicoot 2 had a consistent white screen near the end of the first cutscene of the game. I assume it’s a steamdeck or linux issue as testing it on PC didn’t cause any problems. I did also notice that taking duckstation out of full screen mode seemed to not trigger the white screen, during the crash 2 intro at-least, I’ve not been able to test that with Xenogears yet. thanks for the help!.

There’s nothing in the log about the shaders. Maybe try OpenGL instead of Vulkan and see if that helps.

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Apologies if this use case is out of your wheelhouse, if it is and there’s nothing you can do I entirely understand. But CRT-Guest-Advanced-NTSC is by far my favorite shader to use in Retroarch on the Steam Deck. But some emulators like PS2 don’t have a functioning Retroarch core, meaning you have to use reshade shaders system wide instead. When I try to use any of these shaders, my screen becomes a massive blurry mess. Screenshots don’t work with the system wide shaders, so here’s a phone pic instead with the CRT-Guest-NTSC shader active. But the others look functionally the same. Any help on what the issue could be?

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You just need to change the resolution settings (labled Resolution_X and Resolution_Y) in the ReShade menu under Preprocessor Definitions.

EXAMPLE -

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Been testing it and this seems to have fixed it, thank you very much!.

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Hello, for some reason the shader at the standard 320x240 resolution (or any standard resolution) doesn’t seem to work correctly unless I set the horizontal resolution to something like 1280, which seems to mess up some effects like blurring. Any idea why this is happening?

What do you mean by “standard resolution” ? Have you tried 256 x 224 or 512 x 224 for SNES?

Also, have you read this?

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Thanks for the tip, 224 doesn’t seem to work properly either with or without integer scaling so I just stuck with 240. 256 looks even more broken and 512 looks better but still off. (Before you ask why I don’t just use retroarch, I just like using standalone emulators more)

I have a question, I’ve been playing the kingdom hearts steam ports with guest ntsc, is it better to render the game at my native screen res and set resolutionX/Y to a lower multiple res (1440p - > 360p) or is it better to just run the game at the lowest possible res and using the same values in resX/Y? Tysm

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@DevilSingh @guest.r first off, thank you both so much for the shaders and the reshade port! :slightly_smiling_face:

The shader was last updated on May 18 with the following changelog:

New Release Version (2024-05-18-r1):

Notable changes:

  • Various optimizations and small code cleanups.
  • Improved filtering with NTSC and HD versions.
  • Corner function overhaul.
  • Included grade contrast black screen fix (sonkun).

Could the reshade port be updated to include those changes, thanks in advance!

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There seems to be a mismatch between the resolution being output by the emulator and the resolution you’re inputting in the Resolution_X and Resolution_Y fields. I think once you get the correct values you should be good to go. I suggest you try to get those exact values instead of guessing. Don’t assume it’s the same resolution that the console equivalents tended to output.

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Not all changes are viable to a ReShade port, especially those related to input resolution changes on-the-fly.

If, then filtering (HD, NTSC, small changes) and the corner function could be updated. Anyway, current ReShade port is quite up-to-date and folks can use it without missing new stuff.

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Dear @guest.r,

Thank you for your swift response!

[quote=“guest.r, post:97, topic:41880”] Not all changes are viable to a ReShade port, especially those related to input resolution changes on-the-fly. [/quote]Understandable.

[quote=“guest.r, post:97, topic:41880”] If, then filtering (HD, NTSC, small changes) and the corner function could be updated. [/quote]Yup, when I read the changelog that you updated/improved the NTSC (and HD) filtering, I was hoping that the ReShade port could be updated to include those, since I always use the NTSC shader, and as with everything, any improvement is always welcome.

The thing is, I don’t use RetroArch since I don’t play games on emulators. But I found one very convenient program called ShaderGlass that lets you use those shaders on the whole screen, but the problem is that the shaders & program were last updated on August 10, 2023, and it does not seem like the author will be updating it anytime soon.

But since it is open source, I thought I could implement/update the crt_guest shaders myself following these steps https://github.com/mausimus/ShaderGlass?tab=readme-ov-file#code, and well, it turned out I had no idea what I was doing, and was an overall disaster. So I used the ReShade port as a last resort and was hoping could be brought on par/up to date to your latest release of the crt_guest shaders (2024-05-18-r1).

Again, thank you for the amazing shaders and the swift reply!

With Gratitute, Ali Akbar

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Please tell me which of the presented shades is best to use for Snes and Mega Drive 2. I use the shader from crt-guest-advanced-2024-05-18-release1 , namely crt-guest-advanced-hd

Please tell me, isn’t a Preset file needed to use the reshade? I want to use it for Snes and Sega Megadrive

Hello everyone, I had the pleasure of testing the CRT Guest Advance through Reshade, and I asked myself some questions that I kindly ask for an answer to:

1 - What is the difference in usage between the normal and HD version of Guest Shaders?

2 - I love to associate CRT shaders with pixel smoothing ones, in fact on Retroarch I use Mega Bezel Smooth Advance a lot to find what I’m looking for. Is it possible to associate a smoothing shader within Reshade, such as ScaleFx, together with the Guest CRT, or are there any tricks to make the image as less “crunchy” as possible?

3 - What program or site do you use to find out for sure the resolution of the game you are playing? Sometimes I have trouble finding the exact resolution of what I am playing for a correct setting of the CRT Guest Advance.

Many thanks in advance for your help and thanks to the one who brought all this to the Reshade environment.

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Hey!

HD version is much better if you don’t want scanlines, with increased internal resolution etc.

With Reshade there are some smoothing shaders you can use prior the crt passes, i think xbrz has been ported. You need to adjust crt-guest input resolution to like 3x for the smoothing effect.

Mega Bezel displays internal resolution of a game if the feature is enabled, otherwise it’s like general knowledge of the emulated system, sometimes googling helps for specific games.

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Thank you so much for your reply. In the end I opted to use Guest HD with mask number 1 (Lottes) and use the “Fake HDR” function with excellent results, managing to remove but not excessively the image (I opted to respect the idea of image that the developers have). All this by testing it on the game “Okinawa Rush” (I recommend it, spectacular). A problem arises however when I tried it with “Nitro Kid” (another great indie) - here the resolution is 1920x1080 and the Lottes mask becomes huge, cumbersome and extremely pronounced, also darkens the image too much. I have no way to post screenshots, but what value should I adjust to shrink correctly as it happens when using it with “Okinawa Rush”? Thanks for the help, solved this point I’m really fine. Thanks

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Hello. I’ve recently tried CRT guest NTSC for ReShade project by using it on Sonic Mania.

Are there some missing files or updates in that package in order to get the same Dithering nor Rainbow banding such as the Genesis/MegaDrive Sonic games ? … or is this an issue being related to how Sonic Mania was actually drawn with its waterfalls?

I just end up getting:

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